A cell can be recharged by plugging it into a wall socket and comes with enough charges typically for 20 shots.
Not Dead Yet (Ex) Most Necrontyr are covered in nanites that repair most damage. This functions as the ability Regneration. All damge is nonlethal damage, and follows all rules for nonlethal damage, except for weapons with DRP of 4 or higher. A Necrontyr regenerates 8 points of nonlethal damage each round.
You may want to check out the way nonlethal damage works in modern. This ability doesn't quite make sense as you've posted it.
Also 40k doesn't use an Armour Piercing mechanic to ignore Regeneration so I'll probably avoid that as well. Necrons don't regenerate against high damage weapons and power weapons. I was thinking of making them vulnerable to "Disruption" attacks and "Atomic" attacks.
Hmmm.... how about DRP 5 then instead of DRP 4? Most weapons that can insta-kill have a DRP 5 anyway (except - again - for the krak missile, but this will never be perfect).
Plus Necrons should be a pretty high CR (they're more powerful than Space Marines and I would stick the average Brother Marine a Level 3 + stat mods).
1. warp jumps in wh40k the way i see it, isnt instantly.
1. warp jumps in wh40k the way i see it, isnt instantly. your rules atm spend alot of time on preparations before the journey, but in many books(gaunts ghosts, eisenhorn etc.) warp travel can be looked upon as a travel below the sea more or less. you jump from one dimension, and you float around as a boat in a great sea in the other dimension, until you are in a point in the warp which has the same geographical coordinates as you wanted to go to in the material universe.
in eisenhorn, they are practically in warp space for several years when they have to travel big distances, while in the 1st book of gaunts ghost, the are regrouping to another sector with a navy ship, which takes proximately 14 days. at the time you read about Gaunt looking at the shields, protecting them from the energies and fouler things outside the ship, and crewmembers being nervous about the entities in the warp.
psycic powers: this one im a bit more for giving a completely rehash...
your "arcane" psykers uses psychic tomes, which basically for me isnt very correct compared to the fluff. books with spells in are considered sorcery in the 40k-universe, and the emperor himself have said that this is not something to trifle with, as it gives people who are not meant to have psychic powers access to it, in which case they can easily be ensnared by chaos(read about the thousand sons space marines, thats more or less where this all started)
what would be cool would be some stats for such books though, so those who want to "take a shortcut" to greater powers could go for these books, but make the side-effects scary.
I think the rules being presented here are great, but I have a few small issues with them. I wish that they were doing things the d20Modern way, instead of making lots of small changes. For example, it's one thing to do Armor as DR -- that's actually a "standard d20 variation" (see Unearthed Arcana) ... but they way it is done here is _completely_ out of left field, adding in armor penetration rules, etc....
Don't get me wrong, I think the penetration rules are interesting. I just don't think they're necessary to a WH40K conversion, they look cumbersome to actually use during combat, and I think the formula (at least) needs to be proof read and/or clarified. I would have done the WH40K conversion without them, and then given them as a separate, optional, set of rules for use, if you wanted to.
My objective in most of these cases was to keep the existing rules the same. Psychic powers = magic essentially. I felt most players familiar to d20 would be familiar with the D&D magic system and I tried to 'port' it over in its entirety. Creating an entirely new psychic system would be cumbersome and require player's to learn new stuff. As kzin points out I've already complicated the rules with the Damage Reduction mechanic. (Which I'll get to later.)